correct, calling the AsyncLoad creates a separate instance BUT you only have one (the latest i assume) Object output pin, so when you call Ininialize it’ll only work on the latest instance.
Also since you’re pulling the bDebug off the EventNode, if the event has changed it’ll potentially have the wrong value. ( to test this easily, you could Aync spawn actors of class, pass in different vectors and you’ll see they all spawn at the latest vector)
where this may accidentally work is if you’re loading the same object it’ll complete instantly if its already loaded